Linnah's profile
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Member Since : 2011-04-24
185 Posts (0.24 per day)
Most active in : General Discussion
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Rebalance for: Sadida, Osamodas, Feca, Ecaflip, Pandawa, Enutrof, Eniripsa, Xelor, Sram,..., ...Sacrier, Rogue, Cra and Iop.
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 July 06, 2012, 11:48:24 |
#1
Sadida player here. I am still reading your post, and so far really enjoying the suggestions you have given! I do have a bit of criticism and suggestions of my own to add, if you don't mind. All regarding my main class, of course.
Woodland Stench: I liked the debuff suggestion, but I feel it could be lowered a bit. 25% damage is pretty much, let alone if it could be stacked! Sadidas would cast it every turn during a boss fight. Perhaps making the debuff stackable, yet lowering it to about 5% per use? 10/15% and non stackable?
The stack/use ratio would have to be tweaked a bit, or else we would see parties of 6 sadidas killing anything out there.
Poisoned Wind: As much as I would love this change, it does seem a bit too much. Wounded is quite a powerful state when it comes to high-movement monsters. I suggest either increasing its cost or lowering its range, among with a use-per-turn decrease.
Gust: I just wanted to emphasize how much I loved the fact you suggested making its range 0-5. Thank you.
Earthquake: Ughh... I hate this spell. I think I suggested it before, but a way to reduce its random facor (Which is what makes it so loathed by parties) would be turning it into a targeted spell with 0 minimal range (to, for example, 0-3), where if you cast it on yourself the random factor acts. If casted anywhere but on yourself, it would deal a much reduced damage (Something about 15, perhaps lower than other 2 AP spells).
Doll: Hmmm. As much as a WPless cost would be lovely, I feel that 0 WP dolls would not only make Sadidas crowd the battlefield with them, but also be a teammate nuissance. Let's also be honest, if we don't have a WP cost for dolls, we would have nothing to spend it on.
Giving all of them 30% of your hp is also something I don't like. I think keeping the current paradigm is good enough, if anything increasing the maddoll's hp a little.
I also suggest making irritation deal minimal damage, and give the block a weak melee attack as well. Their utility is good, yes, but most Sadidas still rather greedies for a good reason. I feel that giving the two a bit of damage output would balance each doll a bit more, and even the number of dolls generally summoned. On a sidenote, it would also be pretty interesting if one of our own spells could turn a seed into a sacrificed.
Doll Sacrifice: 40% seems a bit too much doesn't it? If we're talking about Block Dolls, you could summon one each turn and heal for 12% of your hp that way.
Explodoll: I feel 40% damage for this is also a bit too much. Perhaps it could be lowered to 30%, and be triggered by sacrifice, but if that happened the damage would be lowered. 10% of the doll's hp perhaps?
Overall I really enjoyed your thoughts, and I am really looking forward to read the rest of your post! When I'm done I shall edit this post, or post again, if I have any other suggestions or criticism to give.
I hope Ankama reads this thread!
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 April 23, 2012, 18:02:13 |
#2
That was rather interesting; I do have admit I haven't watched it all though.
I got myself very absorbed to the fights though, I love watching dungeon replays.
You should have showed the boss battle! I wanted to see how it ended.
I also suggest that sometimes, when showing replays, it looks better when you increase the video's speed. I saw some wakfu replays that were fast forwarded, and it not only looked smooth, but also covered entire dungeon runs.
Either way, I want to see more of these! Keep up the good work!~
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 April 15, 2012, 09:55:44 |
#3
Dovusplaier, as much as It would be lovely to counter your arguments regarding Temporal burn being balanced, I will just tell you to look at any Air Cra with 6 MP and ask you if you think that is balanced.
EIther way, I don't understand how Xelors can get themselves so much AP; didn't timekeeper get a 6-uses-a-turn restriction?
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 April 13, 2012, 17:02:19 |
#4
Most of these suggestions are incredibly lovely, and I thank you for making such a nice thread. I would suggest somebody contacting the CM so he can read and possibly transfer such suggestions to the developpers.
I would like to state some of my own desires regarding Sadida changes though:
-Muddoll: The idea of turning it into an AoE is rather interesting, though the "HP stealing just from dolls" factor always bugged me. I would much rather have this spell (AoE or not) stealing HP from anyone; it would not only keep the Sadida alive longer, but would also make the spell more useable as an attack spell. Let's face it, the current Muddoll isn't useful as an offensive spell, so it would be lovely to have the said HP steal affecting any target; it would add more versatility. The animation should also be improved, but that is, of course, solemly visual, and thus not so important.
-Sadida's Tear: Turning it into a healing spell would sure be something interesting! I do have to say that, if not making it a healing spell, another good sollution would be - apart from the suggested 4 AP 1 MP cost (I loved it!) - making it AoE cross shaped, just like Rust. That would make the +3 MP bonus much more beneficial, as it would have the chance of affecting multiple dolls, whereas nowadays one just preffers to summon another doll closer to the target. I also liked the little counter effect to Fire, but I don't really think it would be that necessary.
-Woodland Stench: Having a Sadida trigger at level 100 a -55% damage debuff every turn for such a small cost would be rather OP, wouldn't it? A change to its range would be just fine by itself, or adding another debuff instead of the Squirts. What about a lock decrease instead? That would not only strengthen the support role of the class, but also greatly increase the effectiveness of some strategies that require leaving the lock zone. I would also like to state that an anti-strategy to such lock loss is exactly the spell's 1 MP cost; even if the Sadida escapes from the enemy, it'd still not be able to move as much.
-Sudden Chill: I feel this spell's current effect (Less Air Resistance) is very situational, and makes the skill not much used. Adding another effect, or replacing its current one would be very nice.
I actually loved this spell back in its bugged state. Unless a Sadida could cast it three times (9 AP), it wasn't that OP at all. Perhaps an additional effect could be added to it, making it hit one extra time for every stack it has on a doll.
This would basically mean; if cast on doll once, it will hit once. If cast on it twice, it will hit three times.
Following this line of thought, it would mean casting it three times would make the spell hit five times. I don't know how powerful this would be, but I suppose that if too powerful, adding a condition that limits the caster only to use this skill two times during every turn.
Another good possibility would be decreasing overall resist rather than just Air.
-Wild Grass: I feel this spell is underpowered as well, but making one give 10% more critical failures at level 100 is very, very bad. That would mean people would solemnly want to go for 9 AP builds in order to make opponents have the preposterous amount of 30% Crit Failures every turn. I didn't really like your suggestion on that one.
To increase this spell's usefulness, I suggest increasing its damage slightly, and changing its effect.
Perhaps turning it into a totem debuff? Lowering the totem's target's lock/dodge/initiative slightly would be great.
There were other suggestions I heard about this spell, such as making it a 2 MP cost instead (such as Scaraleaf Wing) and taking its LoS out (such as Scaraleaf Wing). But then again it would sort of make us like our fellow animal summoners, so I don't have a solid opinion about these suggestions.
-Earthquake: Oh how much I loathe this spell. But I understand the Devs (and apparently many other Sadidas) enjoy its random factor, so I thought of making it both random, and precise at the same time. Why not giving it a range? Something like 0-3 or 0-4.
When you were to cast it on a target cell, it would be a weak, single hitter. When cast on yourself, it would be like it currently is, a strong, random area AoE. Similar to most Pandawa's water skills.
This would be incredible for Block dolls, as having a cheap, targettable Earth spell would complete our set of cheap spells for activating dolls from our native elements (Water, Air and Earth). It would also, of course, make Sadidas that do not enjoy gambling (such as myself) use this spell much more often.
It is needless to say that if its effect on totems would be kept, it would only occur if the Earthquake hits the totem on its "random area mode".
-Maddolls: As I said in another thread, maddolls are currently useless. The HP buff would be lovely to them, but the implementation of hypermovement still makes them incredibly underpowered. A good sollution for this would be, as I suggested in said other thread, making Irritation not only decrease MP, but also damage targets slightly. Perhaps something like -20 HP on level 100 would be proper. This would give Sadidas ranged dolls, and thus not making us block our party's LoS so much when offensively summoning.
I do have some other suggestions, but I will just leave these here for now. My post is probably going to be huge.
Either way, what I (and most certainly everybody else) wants from not only their Sadidas, but from any character in Wakfu, is having all of their spells useful and useable.
I loved most of your suggestions nonetheless, Kikuihimonji, and I thank you for making this thread! Hopefully all these suggestions will be properly passed to the devs and, even more hopefully, added on the game.
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 April 02, 2012, 07:18:28 |
#5
I believe that the doll's explosion should be triggered the moment it finds a target in its radius, because:
-Because it will assure an explosion (there are times the AI would rather a weakened monster that isn't adjacent instead of an adjacent monster, giving the doll a chance to be locked)
-Because most times a Sadida will place the explodoll's seed precisely where it wants the explosion to happen. Having the Sacrificed moving to reach others would not only ruin a strategy, but also would most likely make the doll hit a teammate, or the Sadida itself.
I preffer the AI the way it was before this patch, and thus hope it gets restored to its former glory. What about you, fellow Sadidas?
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 March 14, 2012, 12:40:58 |
#6
If I remember correctly a friend of mine went through the same bug in Sufokia's snapper dungeon. It seems that the monsters would just keep on walking in and out of the MP puddle, or something like that.
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 March 14, 2012, 12:29:49 |
#7
Indeed, using a value based on the item's rarity would be a viable option, but it would leave most players with no knowledge of how much experience they would get from crafting something, unless they did so, no?
I feel that using an item's level would not only help players with an easier understanding of how much experience each recipe gives, not to mention it would actually give resource and ingredient levels some use, apart from how much extra damage refinement will deal.
And regarding your own suggestion, Grichmann, I couldn't really understand much of it.
" Doing so creates a random list of items required for items the profession can currently craft with a non-zero probability, excluding crafted items (Like soles, planks or polished runstones) or equipment pieces."
This system wouldn't help professions such as leather dealer or armorer, which can make either suplement items (like soles and etc) or equipment.
But either way, your system revolves basically handling randomly chosen materials you use in your profession's recipes? If that's so, it sounds relatively interesting, but I do not understand why you should refrain one from crafting while doing this.
Either way I'm looking forward to your alterations, and hope that whichever suggestion Ankama takes (if they!), they just fix this silly and unrewarding exp system as soon as possible.
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 March 14, 2012, 03:39:19 |
#8
I remember Aion had a system like that. It basically involved an NPC giving you orders from other people. I was a chef, so I did things such as "A client wants 10 grilled steaks"; and then it gives you a some of the materials (the raw steaks), and you provide the rest (sauces).
After crafting, I would give the NPC what I made, and that would give me even more job exp.
It as a nice, practical and honestly, very relieving inventory wise. Here in Wakfu I keep about 80 pieces of equipment/food I am never going to use in my entire life, and nobody is going to buy them.
Back there in beta I was a leather dealer, and I always walked around with about 300 Larvresque belts. Never sold -one-.
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 March 14, 2012, 02:46:31 |
#9
Recipe/Resource Exp Reformulation
Ever since beta, players have always found leveling some professions (namely the crafting ones) very tiresome.
It takes an enormous amount of ingredients to craft equipment pieces and other kind of items. To make it worse, knowing you will get the same experience, from making either an item that needs just 3 pieces of Gobball Leather and one that needs 55 pieces of Gobball Wool (among with other ingredients!).
This would make mid/high leveled professions a nightmare to level.
Regarding this, I have been thinking about changing the experience earned from crafting and resource gathering, using the levels of the items based on the process to determine how much exp you will get.
Let us take, for example, crafting an item that needs 4 pieces of Gobball Skin.
Gobball Skin is a Lvl 10 item. It would give a player, through a designed formula, let's say, the standard 200 Exp; 5 Exp per level of each skin.
Now if I had an item that needed 4 Gobball Skins and 1 Salt (Lvl 10 as well); it would give 250 Exp.
This could also be applied to resources, such as monster essences.
This method would end with the current experience fall-off when dealing with a recipe or resource of a level lower than your profession's; it wouldn't discourage a Level 40 Farmer from harvesting wheat.
Needless to say that in order to apply such system, item levels and the ingredient count for recipes should be reviewed in order to keep things balanced. It should also be stated that following this method would also require a reformulation on the profession leveling curve.
Even with these changes, though, this method would be much more efficient and player-friendly when it would come to mid-high levels of any profession: "I can craft 20 easy to make items in order to level up, or I could make 5 items that require lots of rare ingredients".
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 March 04, 2012, 10:20:03 |
#10
You actually can teleport back to your phoenix using /suicide.
The drawback is, it kills you, giving you De Darm.
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 March 04, 2012, 05:01:16 |
#11
I was thinking of perhaps adding a few extra features incrafting to make it feel better.
Perhaps making equipment with variable stats? Giving you a chance if making a gobball helmet with a boosted Hp bonus, or lock, for example.
And maybe making these harder-to-craft equips, such as the Gobball and Tofu sets, give you more experience to your crafting profession. It would stimulate and reward their craft.
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 March 04, 2012, 01:34:53 |
#12
I don't really think that if somebody is autopilloting in the first place, they wouldn't have something to focus.
Susceptibility to random encounters is something one has to be taskless to have. If I want to go to a dungeon's door where my friends are in, I won't stop midway to help a stranger getting gobball slobbers.
People wouldn't stop starring at their screens when autowalking as well. They would, actually, focus more on it.
It's much easier to notice the nearby events when you don't have a task to focus on, as I said.
And this task would be walking with the mouse, in this case.
How can I notice this super interesting Osa that is using Gobblettes in a higher level fight if I'm too busy trying to find a spot to clic on?
And, as Yech said, walking manually can be very physically tiring, especially when you have to cross multiple maps. That is quite a bummer, and it really piles up, decreasing the hype to keep on playing after doing that a lot.
Imagine if you had to walk three maps just to get to a certain crafting station, and then going back to town to craft something else.
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